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Adds new Golden Deep Ornate Energy Pistol and gives it to Consular (#18343)
* Code for da gun & changelog * less crazy * Adjust * fix + temp projectile * fix * Golden deep suit and caps to effects * noise * Sprites and LORE * nerf * forgot cap * Dizzy * Forgot to renable eyeblur, should be final change * changes * disabler projectile * Suggested Changes * Requested Changes --------- Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
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@@ -177,6 +177,32 @@
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list(mode_name="smite", projectile_type=/obj/item/projectile/beam/pistol/hegemony, modifystate="hegemony_pistol", fire_sound='sound/weapons/laser1.ogg')
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)
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/obj/item/gun/energy/pistol/goldendeep
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name = "golden deep ornate energy pistol"
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desc = "An intricate golden energy pistol, engraved with a quality unlike no other. If you had to describe this pistol in one word, it would be <b>expensive.</b>"
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desc_extended = "Possessed by only the most affluent affiliates of the Golden Deep, this ornate energy pistol covered in gold is the result of a commission, which had the artistic quality of Ultra Maz combined with the scientific technology acquired by the Estriconian to produce a weapon that many outsiders see as a firearm more valuable than the assets it was made to protect."
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icon = 'icons/obj/guns/goldendeep_ornatepistol.dmi'
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icon_state = "ornatepistolstun100"
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item_state = "ornatepistolstun100"
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has_item_ratio = FALSE
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fire_sound = 'sound/weapons/laser2.ogg'
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slot_flags = SLOT_BELT|SLOT_HOLSTER
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max_shots = 10
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fire_delay = 3
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can_turret = FALSE
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secondary_projectile_type = /obj/item/projectile/beam/pistol
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secondary_fire_sound = 'sound/weapons/laser3.ogg'
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can_switch_modes = TRUE
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projectile_type = /obj/item/projectile/beam/disorient
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origin_tech = list(TECH_COMBAT = 4, TECH_MAGNET = 3)
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modifystate = "ornatepistolstun"
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firemodes = list(
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list(mode_name="disorient", projectile_type=/obj/item/projectile/beam/disorient, modifystate="ornatepistolstun", fire_sound='sound/weapons/Taser.ogg'),
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list(mode_name="lethal", projectile_type=/obj/item/projectile/beam/pistol, modifystate="ornatepistollethal", fire_sound='sound/weapons/laser1.ogg')
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)
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/obj/item/gun/energy/repeater
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name = "energy repeater"
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desc = "A Stellar Corporate Conglomerate created energy repeater, extremely lightweight. It has three settings: Single, Three-Burst, and Full-Auto."
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@@ -319,7 +345,7 @@
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can_turret = FALSE
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secondary_projectile_type = /obj/item/projectile/energy/blaster/skrell
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secondary_fire_sound = 'sound/weapons/laser3.ogg'
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can_switch_modes = 1
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can_switch_modes = TRUE
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projectile_type = /obj/item/projectile/energy/disruptorstun/skrell
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modifystate = "psipistolstun"
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@@ -222,6 +222,33 @@
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tracer_type = /obj/effect/projectile/tracer/stun
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impact_type = /obj/effect/projectile/impact/stun
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/obj/item/projectile/beam/disorient
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name = "disorienting pulse"
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icon_state = "stun"
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damage = 1
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sharp = FALSE
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eyeblur = 1
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agony = 30
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damage_type = DAMAGE_BURN
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muzzle_type = /obj/effect/projectile/muzzle/disabler
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tracer_type = /obj/effect/projectile/tracer/disabler
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impact_type = /obj/effect/projectile/impact/disabler
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/obj/item/projectile/beam/disorient/on_hit(var/atom/target, var/blocked = 0)
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if(ishuman(target) && blocked < 100 && !issilicon(target) && !isipc(target)) //Make them trip
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var/mob/living/carbon/human/H = target
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H.druggy = min(H.druggy + 15, 75)
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//do some maths to determine amount of dizzy to add
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var/makeDizzy = 250 - H.dizziness
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makeDizzy = min(makeDizzy, 50) //This should make it go back to 50
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H.make_dizzy(makeDizzy)
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H.confused = 5
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H.slurring = min(H.slurring + 15, 75)
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. = ..()
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/obj/item/projectile/beam/gatlinglaser
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name = "diffused laser"
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icon_state = "heavylaser"
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